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Cerez

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Everything posted by Cerez

  1. If you have updated the drivers to the latest stable release, then restart the computer and try running the game again. See if it works. I'm surprised that neither of these two solutions fixed your problem. Your other option would be to seek support from the Steam guys, since you did purchase the product from them. I'm not sure how else to help you. EDIT: Also, try the above command without "set".
  2. Okay, I did some digging around and I've found the following: http://forums.filefront.com/sw-jk3-modding-mapping-editing/247152-bots-no-force.html It seems Force Pull and/or Force Lightning are hard-coded into the base MP game itself, and the bots resort to it if they have no other Force powers. That said, there is a way to disable Force powers for all bots (and still retain the player's Force powers): seta bot_forcepowers 0 //Disables the use of Force powers for all bots (set to 1 to re-enable). So if you wanted to create a server with say only battle droids as bots (that actually behave like battle droids), you could use this setting to disable their powers. Couple that with an edited JKB file (1-2-000000000000000000), and you have something decent. It's not ideal, but it's something. Source: http://www.lucasforums.com/showthread.php?t=69455 EDIT: Note that if applied in-game, you need to reload the map in order for the settings to take effect. On the side: This actually creates a nice little concept for a TEAM FFA battlefield map where the clones take on the battle droids, and the Jedi can take part, too, as player characters. Apart from the battle droids' ability to jump slightly it's actually quite faithful to the movies/series. Even General Grievous could be included as a lightsaber bot with no Force powers. http://postimg.org/image/qgyet0zed/ http://postimg.org/image/xcqzchugp/ http://postimg.org/image/pboz4jofj/ http://postimg.org/image/ayvj684fj/
  3. Yes, no saber use can be achieved by giving "saberspecialist" a zero and setting all the saber-specific "forceinfo" values to zero, as in this instance: forceinfo 7-1-000000000000000000 If I remember correctly, the last three zeros here are the saber skills for attack, defend, and throw. Then the bot will resort to only using a gun, but it will still persist in using Force Pull and Push. :/ Even the Ungnaught does it...
  4. Does anyone know if any of The Clone Wars (2008) series scripts/teleplays/screenplays have been released publicly? The closest thing I can find are rough transcripts that leave much to be desired: http://www.springfieldspringfield.co.uk/view_episode_scripts.php?tv-show=star-wars-the-clone-wars&episode=s05e17
  5. I'm not sure if this helps, but try disabling OpenGL extensions support in the game. set r_allowExtensions 0 You need to place this in autoexec.cfg in the base folder. (If it's not there, create a new text file and name it so.) You could also perhaps add it to the launch parameters of the multiplayer shortcut instead. Source: http://jkhub.org/tutorials/article/78-jedi-academy-os-x-lion-issues/ EDIT: See also: http://lucasforums.com/showthread.php?t=206018
  6. Nope, this unfortunately only makes them wield a saber in addition to using the Force… There doesn't seem to be a way to adjust the bot's HP, either. It seems the game really determines these factors, not the JKB or BOT files.
  7. Tried it. That's why everything is zero in the forceinfo values above. Unfortunately the game has a mind of its own and assigns certain Force powers regardless.
  8. After researching this in detail and analysing the original game assets I realised that the MP game is simply designed to use force powers no matter what. Changing the rank only seems to affect the amount of force points a bot can use for the assignment of their Force powers. There doesn't seem to be a way to turn off a bot's use of Force powers other than setting all bots to have no Force on the server.
  9. If you're creating a machinima is SP -- which is a difficult task indeed -- you might as well go the Team Corellia approach, script the whole thing in BehavEd and release it as a single player mod (in addition to the video). But I warn you, this may take a while. It's much easier to shoot a machinima in MP.
  10. LOL! >.<' (It's just a random mashup of characters...)
  11. How would one disable the use of Force powers for a particular bot (e.g. a battle droid)? I have the following set in the JKB file, but the result is still that the bot is pushing and pulling with the Force: GeneralBotInfo { forceinfo 1-2-000000000000000000 } I've tried setting the rank to 0, but it didn't seem to make a difference. Is it at all possible to disable the use of Force for only certain bots?
  12. Ent, you are a genius! You deserve not just a cookie but a whole cake! With all the conflicting information on Google out there, I never would have figured out that g_dismember sets the probability level. For anyone else having a trouble getting realistic saber combat working in either the SP or MP part of the game: SP:. seta g_sabermorerealistic 2 //sharpness of lightsaber blade (0 - normal damage, 1 - higher damage, 2 - cuts characters up when killed, 3 - even touching the blade kills) seta g_dismemberment 3 //how much can get cut off (0 - nothing/disabled, 1 - hands and feet, 2 - hands, feet, arms, legs, 3 - hands, feet, arms, legs, head, torso) seta g_dismemberprobabilities 40 //how likely dismemberment is to happen (10-100).MP:. seta g_dismember 100 //effectively disable (0) or enable (100) dismemberment seta cg_dismember 2 //how much can get cut off (0 - nothing/disabled, 1 - hands, feet, arms, legs, 2 - hands, feet, arms, legs, head, torso). Additional realism settings: . ​seta g_corpseRemovalTime 0 //dead bodies don't disappear (in SP) seta broadsword 1 //rag-doll physics (dead bodies are not solid objects) . It's best to put all these commands in a (new) text file named "autoexec.cfg" in the base folder. Just make sure you change all the "seta" to "set".
  13. @@Circa and @@therfiles, you were totally right, and I was totally wrong. After some extensive repackaging, I've managed to move a model file that was causing the problem and still retain all the SP in-game models with the additional help of rewriting some SKIN files and tweaking the NPC file. If what I just said sounds complicated, it's because it was. It took me a while to figure it out. >.<' But it's working now! Both SP and MP are fully functional. So, thank you for you help. Thanks Vulcan. Is this for base JA (solo game mode)? Because it sure isn't working for me… Whether cg_dismember is set to 3, 9000, or 0 makes no difference in my MP game. :/
  14. I don't think the intention was to create a fake leaked footage. The hype was just used for marketing. But all the possible incentives and agendas aside, this video took a lot of extreme detail and attention to make. I wonder how long he spent making and fine-tuning it. If you look at the flying sequences, not only does the camera appear to move with the Y-Wing/X-Wing, but also the Death Star is pasted perfectly into the moving video background -- unless the sky is CG, which it doesn't look like it is.
  15. Ahsoka: "Why not just jump over? Afraid to get your feet wet?" Thanks Ensiform.
  16. It's a comprehensive mod that replaces a number of Kyle related models in the SP game. A simple NPC file tweak would not be sufficient. There's not really any way to change the mod. I'm just wondering whether there is a way to tell JKA to ignore a PK3 for the MP launch (but not for SP). Also, what's the situation with model dismemberment in the base MP JKA? It doesn't seem to be working for me at all… :/ I've tried the following: cg_dismember cg_dismemberment cg_sabermorerealistic g_dismember g_dismemberment g_sabermorerealistic
  17. I have a peculiar mod that I sorely need for SP but that breaks the default Kyle model in MP, and therefore the game itself. I want to load the mod only when the SP game runs, and get the game to ignore it in MP. The mod itself can't be fixed/helped. It's just the design of it. The older Mac release of Jedi Academy allowed for two base folders -- one for SP and one for MP -- but now that I'm stuck with only one base folder this presents a problem.
  18. Two questions: 1. How does one exactly enable model dismemberment in base JKA MP? 2. Is there any way to script the autoexec.cfg so that it only loads a particular PK3 if the SP game runs, and ignores it for the MP game? Or any other way to make this happen?
  19. Yeah, I guess he wanted more people to see it. After so much work I can't blame him. Well said, Therfiles.
  20. Great CG editing! I'm not sure why this has been labelled as "leaked footage", though. It's obviously someone's personal project, and they did an outstanding job with it.
  21. Thanks Omicron. It's a much bigger challenge, but I would like this, too. I think the realistic renders should be an independent project from this one.
  22. Good to know. Thanks DT.
  23. LOL, what a pretty welcome. He's so adorable! You just want to hug him and squeeze him.
  24. An interesting suggestion, Darth. I think this should be a separate project on its own: to creatively interpret all the Clone Wars characters and create a realistically rendered model set for them in JKA.
  25. Hi Therfiles, thanks. There's no point in holding back, right?
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